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![]() ![]() ![]() Keep more towns, get more gold, more units, conquer more towns, etc. Every town you conquer gives you +30 gold a turn, and every unit takes a little bit of gold as upkeep. Rather, your only resource comes from the towns used to produce units. Unlike other Heroes of Might and Magic-style "conquer the map" games, Warlords IV doesn't bog you down with micromanagement or resource hoarding. There's only one resource (save for magic, I suppose), and every town is identical in the setup. The best part, I think, is the sheer simplicity of it. The problem is that Warlords IV fails one of the most important tests for any "sequel": it's not as good as its predecessor, Warlords III: Darklords Rising, which was released back in 1998. Sure, there are other trapping like spells, magic items and so on but it's pretty much the same formula that has made the series reach its fourth version over 13 years. Hired heroes lead your units into battle, offering bonuses to morale, leadership, combat strength, etc. Each race has a specific retinue of units with strengths and weaknesses and it's up to you to build the proper "stacks" to counter balance what your enemy builds. It's also one of the elements that make Warlords tick the design is elegantly simple. Warlords IV: Heroes of Etheria is a fantasy-themed turn-based strategy game (not to be confused with its real-time brethren Warlords: Battlecry) where diplomacy takes a back seat to simply building armies and marching them at your foe. ![]()
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